View Full Version : Vorpal
Arkturas
2013-03-10, 11:44 PM
If you were to take the vorpal enchant, and turn it from the the beheading ability on a nat twenty, to a increase of the weapons crit multiplier by one, what would you say the enchant should be? +5 still, or something lower?
ArcturusV
2013-03-10, 11:46 PM
Well typically beheading ends a fight, period. And bumping up from a x2 to a x3 crit would not. Sure, exceptions to beheading ending a fight. But yeah, probably would be worth less. Maybe a +3 worth.
Seharvepernfan
2013-03-10, 11:53 PM
...I'd say +2, personally. Does it still only function on a 20?
This makes me think, what if vorpal functioned as normal, but also allowed critical hits to function on beings that are normally immune (but not insta-killing them)? Worthy of a +5? Because that would be pretty sweet.
Gemini Lupus
2013-03-10, 11:55 PM
This is just me, but I've house ruled that in addition to the beheading ability on a natural 20, a Vorpal weapon also functions as a keen weapon and increases the crit multiplier by 1.
Zanthy1
2013-03-11, 12:48 AM
Well typically beheading ends a fight, period. And bumping up from a x2 to a x3 crit would not. Sure, exceptions to beheading ending a fight. But yeah, probably would be worth less. Maybe a +3 worth.
This right here, this is the good stuff.
From what you say though, you are just increasing the crit multiplier by 1? I would make that a +2 probably, but if you are keeping the beheading, then probably not lol
Ravens_cry
2013-03-11, 02:12 AM
I might actually use that, though it's hard to say if it should be +2 or +3. +2 feels too strong, but +3 too expensive.
I might actually use that, though it's hard to say if it should be +2 or +3. +2 feels too strong, but +3 too expensive.
The easy solution is +2, but it only increases on a nat 20. Or, make it a flat bonus to the multiplier and price it at +3 but give a +4 bonus to confirm the critical.
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